11 March 2016 - Forum Rules
Started by Queue, January 31, 2019, 06:45:12 PM
Quote from: Queue on September 03, 2019, 03:03:30 PMI want the 8th sword orb to be a drop in the Mana Fortress to match the other weapons. Just need to figure out a suitable enemy to cram it on. I didn't use Doom Swords because I did remember that they were in the Grand Palace. I also thought I'd read that weapon orb drops only functioned in the Mana Fortress, but that's incorrect info; the dropped orb chests only check if current orbs < maximum orbs (and various things set the maximum orb values, notably the Mana Tree event).Replacing enemies with chests is Kethinov's thing. If there are some accidentally unreachable chests I'll move them in-bounds, but the two existing features related to weapon orbs already handle bumping orb availability. Part of my reluctance is that you don't just put in a chest that contains an orb, you put in a chest that contains a specific level orb, which means having to verify the correct orb count for that weapon at that point in the game, and modifying any orb chests for that weapon type that come later in the game.There, think that replies to everything.
Quote from: Mr X on September 04, 2019, 02:52:28 AMEven tho I personally will still use Kethinov's patch, as you said the process of getting the orbs is boring, if you are gonna make the sword dropable I would suggest the Ninja Master in Mana Fortress to drop both the boomerang and the sword orb. It even fits with him using a boomerang and sword weapon itself, and is a Mana Fortress exclusive enemy.
Quote from: Thanatos-Zero on September 04, 2019, 03:34:18 AMI remember how I and my older brother did grind master ninjas for no end, because of that very thought. We had at that point all weapon orbs, except for the final Sword Orb.
Quote from: hmsong on September 04, 2019, 04:01:33 AMAn idea about what "New" Evil Gate will be like:Evil Gate (10MP): Damage = [(User Level) + (Magic Level x10)] x6 (Max: 999) (Magic Level is 0~9) (Single-Target Only)September 04, 2019, 06:35:03 AM - (Auto Merged - Double Posts are not allowed before 7 days.)I have an idea about the final Sword Orb drop -- Why not have one of the Mana Fortress bosses (Dread Slime) drop it? That would solve everything. And have all other Mana Fortress unique monsters remain as they were (so Tsunami would have the Spear Orb).
Quote from: Queue on September 04, 2019, 03:58:44 PMMr X, the Master Ninja's other drop (enemies only have two drops) is a fairly important piece of armor. Going to have to explore my options to make this work. It seems like there are specifically 7 fortress-only enemies, and each already has a weapon orb. Enemy table is full (as are lots of other data tables... this game is packed full to the brim), but I should be able to come up with something good. The current Turtlance orb scenario was a ~1 minute hack I did on a whim.I can't reproduce the death script bug. The Luna hint was added near the end of the list of events, which is where some of the death message event stuff is, so it's at least logical that if something went wrong you'd see interference between them. Will need a reproducible scenario to pin this one down.I didn't change any enemy attacks, spells, etc. Looks like Silktail AI can use 4 spells, 08, 07, 0B and 0C, which should be Energy Absorb, Acid Storm, Cure Water and Fireball. Not sure what all the conditions are that makes it cast Fireball, but one aspect is a random number with a low chance (if I'm reading things right). Several features in the patcher affect how often enemies make AI decisions, so depending on which options you have On/Off it could simply be that they hit that random chance check more often so it's more likely to occur than vanilla.Thanks for the report on teammate charging.
&(mods)\Magic\spell_NewEffects\spellData_ChangesREQ Spell_Power_TweaksASM <.asm>&(mods)\Magic\spell_NewEffects\spellData_Changes\.asm' freeze, power@OFF $D02C5ARAW 2B' acid storm, power@OFF $D02C9ARAW 3D' acid rain, cost@OFF $D02C9FRAW 04' energy absorb, cost@OFF $D02CDFRAW 03' cure water, cost@OFF $D02D9FRAW 03' fireball, power@OFF $D02DDARAW 2B' explode, power@OFF $D02E1ARAW 4F' lava wave, power@OFF $D02E5ARAW 3D' flame saber, cost@OFF $D02E9FRAW 04' blaze wall, power@OFF $D02F1ARAW 2B' thunderbolt, cost@OFF $D02F9FRAW 03' silence, cost@OFF $D02FDFRAW 01' moon energy, target@OFF $D03218RAW 01' moon energy, cost@OFF $D0321FRAW 04' sleep flower, cost@OFF $D0325FRAW 01' burst, cost@OFF $D0329FRAW 05' dark force, power@OFF $D0341ARAW 4F' dark force, cost@OFF $D0341FRAW 04' dispel magic, cost@OFF $D0345FRAW 02' light saber, cost@OFF $D0349FRAW 04' lumina beam, power@OFF $D034DARAW 4F' lumina beam, cost@OFF $D034DFRAW 04' lucid barrier, cost@OFF $D0351FRAW 06
&(mods)\Magic\magicRecharging\table\tbl_magicRechargeTime.asm@OFF tbl_magicRechargeTimeADR.16 MAGIC_TIME_LONG ' Earth SlideADR.16 MAGIC_TIME_MEDIUM ' Gem MissileADR.16 MAGIC_TIME_SHORT ' Speed DownADR.16 MAGIC_TIME_SHORT ' Stone SaberADR.16 MAGIC_TIME_SHORT ' Speed UpADR.16 MAGIC_TIME_SHORT ' DefenderADR.16 MAGIC_TIME_MEDIUM ' FreezeADR.16 MAGIC_TIME_LONG ' Acid StormADR.16 MAGIC_TIME_MEDIUM ' Energy AbsorbADR.16 MAGIC_TIME_SHORT ' Ice SaberADR.16 MAGIC_TIME_MEDIUM ' RemedyADR.16 MAGIC_TIME_LONG ' Cure WaterADR.16 MAGIC_TIME_MEDIUM ' FireballADR.16 MAGIC_TIME_LONG ' ExploderADR.16 MAGIC_TIME_LONG ' Lava WaveADR.16 MAGIC_TIME_SHORT ' Flame SaberADR.16 MAGIC_TIME_LONG ' Fire BouquetADR.16 MAGIC_TIME_LONG ' Blaze WallADR.16 MAGIC_TIME_MEDIUM ' Air BlastADR.16 MAGIC_TIME_LONG ' ThunderboltADR.16 MAGIC_TIME_MEDIUM ' SilenceADR.16 MAGIC_TIME_SHORT ' Thunder SaberADR.16 MAGIC_TIME_MEDIUM ' BalloonADR.16 MAGIC_TIME_SHORT ' AnalyzerADR.16 MAGIC_TIME_MEDIUM ' Change FormADR.16 MAGIC_TIME_MEDIUM ' MP AbsorbADR.16 MAGIC_TIME_LONG ' Lunar MagicADR.16 MAGIC_TIME_SHORT ' Moon SaberADR.16 MAGIC_TIME_SHORT ' Lunar BoostADR.16 MAGIC_TIME_MEDIUM ' Moon EnergyADR.16 MAGIC_TIME_MEDIUM ' Sleep FlowerADR.16 MAGIC_TIME_LONG ' BurstADR.16 MAGIC_TIME_SHORT ' Mana MagicADR.16 MAGIC_TIME_LONG ' ReviviferADR.16 MAGIC_TIME_MEDIUM ' WallADR.16 MAGIC_TIME_SHORT ' Mana MagicADR.16 MAGIC_TIME_LONG ' Evil GateADR.16 MAGIC_TIME_LONG ' Dark ForceADR.16 MAGIC_TIME_SHORT ' Dispel MagicADR.16 MAGIC_TIME_SHORT ' Light SaberADR.16 MAGIC_TIME_LONG ' Lucent BeamADR.16 MAGIC_TIME_MEDIUM ' Lucid Barrier
Quotepftmclub, not likely. While I think Trials of Mana is visually beautiful, I don't actually like it very much. It surprises me how different a game it is from Secret of Mana (in ways I don't like) while being superficially so similar.
Quote from: hmsong on September 05, 2019, 07:07:20 PM@Mr XI guess it may make Acid Storm too powerful. The thing is, I don't use that Acid Storm's extra buff patch, because I didn't like how there's no "description box for lowered M.Def" thing. Then again, that's why I added an extra MP Cost (61 PWR magic is usually 3MP, but Acid Storm is 4MP). I also wanted to make the frequent magic users (ex: Silktail, Captain Duck) a bit more dangerous. I even made Lucent Beam more powerful to make the final boss more difficult. I'll have to think about this, but making Freeze = 61PWR/3MP and Acid Storm = 43/3MP and HP Absorb = 43/3MP... they all have 3MP, and I wanted to avoid that.I actually wanted to keep Lucent Beam at 61 PWR, but add lowers Accuracy/Evasion (it blinds the target, and makes Mana Magic against Mana Beast less effective). And wanted to keep Dark Force at 61 PWR and give Poison status. And I wanted to keep Explode at 61 PWR (at 3MP), but at the same time, make Lava Wave to 43PWR/4MP, but add Petrify. Obviously, I wasn't able to do any of those. Acid Storm, Fire Bouquet, and Blaze Wall all adds something other than pure damage, but even after looking at those, I can't figure it out. I seriously wish I can figure out how to add status to spells (or have someone help me to figure it out). Hence, waiting for Queue (my teacher).I also wanted to make Burst cost HP (50 HP) instead of MP, but I doubt anyone can figure that out. It is suppose to be a self-destruction magic (remember Pumpkin Bomb?). Any less than 50 HP seems too small (hell, even the number display font is smaller). Or takes 10% recoil damage.
QuoteReplacing enemies with chests is Kethinov's thing. If there are some accidentally unreachable chests I'll move them in-bounds, but the two existing features related to weapon orbs already handle bumping orb availability. Part of my reluctance is that you don't just put in a chest that contains an orb, you put in a chest that contains a specific level orb, which means having to verify the correct orb count for that weapon at that point in the game, and modifying any orb chests for that weapon type that come later in the game.
' acid storm, power
'ADR.16 $C8BF38 '[ F5: Dark Lich]' RAW B8 01 87 90 10 EB 7046
Quote from: hmsong on September 06, 2019, 02:53:13 AMFrom time to time in Grand Palace, there is a chest stuck in an unreachable waters on one of the floors (the chest contains the 6th Sword Orb - for the 7th Sword). If I re-enter few times, it gets back on the bridge (or vice versa). I'm pretty certain it has something to do with the "3 enemies per screen" limit.September 06, 2019, 02:55:35 AM - (Auto Merged - Double Posts are not allowed before 7 days.)@Mr XPoison was so underused in the game. There's no way to inflict Poison onto enemies, other than one of the lower Glove and a lower Boomerang. No spell, no Saber, nothing. I figured I want to "utilize the underused thing".
Quote from: hmsong on September 06, 2019, 02:53:13 AMYou told me that anything after <'> in one line would be ignored, such as:Code Select Expand' acid storm, powerBut what about things like these?:Code Select Expand'ADR.16 $C8BF38 '[ F5: Dark Lich]' RAW B8 01 87 90 10 EB 7046Are they being ignored?
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